Open Micronautics opened 1 week ago
This is only for the standalone version. The AU version does not have this problem!
Not using OpenGL would result in a blank canvas, not sure that is much of an improvement.
(ie. the new canvas drawing relies on having OpenGL available)
Since the AU version does not have the problem, this is caused by something else. My suggestion should be ignored, indeed.
Hi!
I'm not sure if I'll be able to fix this. macOS High Sierra has been unsupported by Apple for over 4 years now, so I'm afraid you might be stuck with using older plugdata versions unless you upgrade to Mojave or better, Catalina.
If you upgrade to Catalina, you'll also be able to use the Metal renderer instead of the openGL renderer.
@timothyschoen can we close this as can't fix? As you mention macOS High Sierra is currently unsupported for a long time.
To be perfectly clear, I tested with the “Legacy” versions, which were announced as compatible from macOS 10.9 or 10.11 (I can’t find the exact info right now – in any case, macOS 10.13 High Sierra is included).
However, only the standalone version is affected by this issue, while the AU works normally. So, a workaround already exists.
And of course, only you can know if the issue is worth looking into.
As you mention macOS High Sierra is currently unsupported for a long time.
4 years is not “a long time”. Only Big Tech has an interest in having this repeated 😉
Tested in plugdata legacy v0.9.1 and v0.9.2 Nightly build: 164b1c6d4
Every time a patch is opened, or when switching from Editor to Plugin Mode, the interface displays at 200% and exceeds the window boundaries.
You have to resize the window for the interface to display properly at 100%.
This is likely caused by the OpenGL renderer, which is faulty in macOS High Sierra. For example, UVI's Falcon plugin behaves the same way, except if you uncheck 'Use OpenGL renderer' in Preferences, in which case the interface displays normally when opened.
I therefore suggest adding a similar preference in Plugdata, allowing the option to not use the OpenGL renderer.